CEntityFactory<CScriptItem>::Create
0x006e4d30 · 111 bytes · __thiscall
_ZN14CEntityFactoryI11CScriptItemE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CScriptItem>::Create(char const*) */
CItem * __thiscall
CEntityFactory<CScriptItem>::Create(CEntityFactory<CScriptItem> *this,char *param_1)
{
CItem *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x1464,in_stack_ffffffe8);
/* try { // try from 006e4d49 to 006e4d4d has its CatchHandler @ 006e4d9f */
CItem::CItem(this_00);
*(undefined ***)this_00 = &PTR__CScriptItem_00c94e88;
*(undefined ***)(this_00 + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00c95250;
*(undefined4 *)(this_00 + 0x1448) = 0;
*(undefined4 *)(this_00 + 0x1454) = 0xffffffff;
*(undefined4 *)(this_00 + 0x1458) = 0;
*(undefined4 *)(this_00 + 0x1460) = 6;
CBaseEntity::PostConstructor((CBaseEntity *)this_00,param_1);
return this_00 + 0x24;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.